well I don’t use 1bu = 1m so maybe it cause problem, concidering fall I don’t use normal gravity but artificial gravity with logic and force, because normal gravity cause trouble with my gravity boots.
About animation, I use more of two animation in same time and most of it are activate by property, and property change instantly so it can’t blend.
The real blend come with animations uses bones that don’t record on other animation, for example “rotation” use only vertebral column and neck, “walking” use only leg, pelvis and arm, “cover” or “aim with gantelet” use only arm, ect.
Finally here are my latest updates:
I made some new hairstyles, it evolves over days so I want a minimum :
I started a tutorial for my menu “control” :
The character falls on a platform which appear cubes (not final) all around him, to allow testing aiming and making disappear cubes when the mouse over it. Now I’m starting some indication of what the hud offers and indication of what the player should make to move to the next phase of the tutorial.
Too glowy for my taste, too much contrast…too plastic barbie doll look. Try to get a good color scheme, with matching colors and less contrast. More detail on the texture…also I would say the boobs are a bit too plastic operated looking
Wow, looks awesome! Nice hair styles. I don’t see anything wrong with your style. All I would say is keep all the colors your going to use on a pallet and match them. I think it looks perfect, though.
Glow and contrast are desired, and it also depends on the sun that changes color and intensity according to its revolution.
There is a small plastic effect yes, but this is not the final rendering, since there is no glsl so no toon, no shadows, or filters, as you can see in my first renderings.
For the used colors I kept a texture with just the basic colors, without details such as paints or grains, I use it as basis for additions and it will be in the game for one of early visual evolutions planned.
I continued my tutorial and start indications (in french for the moment sorry, an english version will be available later)
I finished a first phase that requires testing rotation with aiming on targets with the cursor, and I begin the second phase that requires testing direction by walking on targets with zsqd.
The target model is not definitive, its design is too close to the ground and I think to change it for design more closer of the suit.
second stage “direction” where the character must walk on eight targets,
third stage “course” where the character must run on targets,
new target texture more closer to the suit :
But I mostly recovered a graphics card, so I can reactivate the glsl and test my toon.
Gudra, the plastic effect was from a light that allows me to soften the contrast,
particles onto my toon rendering when “blende GLSL materials” is active.
EDIT : video of menu and controle areas in “blender multitexture material” mode and correct framerate.
I checked the transparency on “blender glsl material” mode and I adapt my menu :
I added basic lines on the face in the same genre as basic lines of the suit :
I adjust my fog for the “blender glsl material” mode, but the texture is too opaque in some places,
so I think make it semi transparent.
I tested a new set of light according to the state of evolution :
Hello, I redid my “controlle” zone on indoors and adapted the animation of his camera cinema.
I plan targets coming out of decorations and doors that open at the end of each phase of the tutorial.
Hello and thank you Laxwolf, I continue my tutorial now and here are my latest updates with a small video.
I added bars supposed to take each target of the of rotation test.
I will add bars for following targets and should animate opening of doors on the opposite side for they do not hide my cinema camera.
Hello, here are my latest updates with converting my basic texture to normal texture in gimp for testing.
To see it properly in game I had to lower the size of my specular but it don’t really change the basis of my render.
now its getting cooler again, very intresting, congratulations. Maybe you could change a little bit the walk cycle, when I make walk cycles I first download a image by google like this http://3.bp.blogspot.com/_Q24QgfdLIB8/TO5dZ-n7HUI/AAAAAAAAAD8/xypVhkFrEdU/s1600/WalkCycle_Side.jpg and then I use it as a Background image on blender and make the animation over it, its way more easy since you have a base behind it. Its just a tip, I hope that it ll be usefull for you.
Aniway very cool!
Leonnn, thank for the picture I rarely think of it. For animations I must remove a small Y rotation present in a lot of it and which can disrupt the aim, also I should revisit straphe animations where pelvis is turned over.
HyperReal, thank you for the graphics. I could not translate wabaly would you have a synonym to suggest ? Sorry for the dizzy, I must remove a small Y rotation present in a lot of my animations which can disrupt aim.
I hope it will be better, and maybe I can reconsider camera placement.
New video with menu update, augmented shadowbuffer and ambient light in “control” area.
On the menu I think, reduce the time of expansion, increase the time of extended perspective, animated the halo expansion, and change its texture (supposed to represent the selected system).
On the “control” I think, increase the test run length, remove the rotation animation on Y when character is paused (disrupts aim).
Good evening, I deleted different lens depending on the speed, I added possibility to choose between the 360 controller and mouse & keyboard at any time by pressing F1, and I tried a “normalized” water.
I improved the character’s neck animation for less Swirl in internal and external cameras.
I added a “keyboard&mouse” logo that appears when switching on the “keyboard&mouse” interface with F1,
I foresee a “pad” logo that appears when switching on the “pad” interface with F2.
I finished a first manhole cover that the character can open with A (keyboard) or Lb (pad),
I still have to make the new character animation and I also started a wall for a future warehouse.
I noticed that I gained 15 fps with a non-textured character. So I think to consider three configurations,
high, middle, low, with texture folder for each, and I test improved scenery textures.
Edit : Hello, some details of my latest update with:
my character that don’t show color texture and normal texture at the same time,
so I prefer show normal texture while waiting for a solution.
“pad” logo that appears when switching on the “pad” interface with F2,
Hello blenderartists, here are my latest updates with:
island and water meshes expanded,
expanded wall mesh now defining as the playing area,
new fence mesh demarcating the future warehouse,
new “star” world map relationship to the sun,
new transparency type that gives crude fade*.
Editing tab> texture face, “clip alpha” instead of “alpha” and deactivating “sort”,
“alpha” gives a gentle fade of transparency, but some textures leading disappeared during several semi-transparent objects superposition (cloud, water, plant).
“clip alpha” gives a crude fade of transparency, but is preferred because is not a problem during several semi-transparent objects superposition (cloud, water, plant)
Intresting updates, but I think that you should increase the texture quality even with the unique visual of the game, the textures look like that lack on detail quality, good work on the rest. I loved your game design at first, but i think that you should work more on the things you have before go further, you have put a lot of effort on your game, and why not increase a little your skills to make your game even better?
It s boring to make tutorials and stuff, but it ll be usefull for other projects that you may do latter.
Well, keep with the good work and good luck!
I’ve been watching this thread for a while, and the progress is going great. I’m still waiting for a Demo.
One question. How do you have your Camera set up, so it moves with the players head? If you don’t mind sharing that information.
I’m thinking like an Empty parented to the head bone, and the Camera parented to the Empty? Wait…Can you parent Empties to bones? I’ve never tried that.
Hello and thank you very much for your comment leonnn and turbomonkey
yes I must improve lot of thing before begin the second area planned.
Well for a better target, what do you think first when you talk about “work more on the things you have before go further” ?
my camera set up is one internal camera parented to the neck bone,
one external camera that copy location and rotation of an empty (or empty ray) parented to the neck bone, and some cinema caméra that track two differents empty (parented to the charactere) depending to the distance.
So yes you can parent empty to bone, for it the armature must be on pose mode an you must select a specific bone, after this you just have to select empty and select the armature and press ctrl+p (2.49).